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(+2)

The initial startup was a bit confusing; I didn't realize I had to pick up and move the battery. However, it's a good tutorial given that this is a major mechanic.

The MSPaint art is just about perfect for this jam. It falls into that nice range where it's objectively bad but not unpleasant to look at. The audio was actually pretty good, except for the weird speech at the beginning which in my opinion just doesn't work.

I expected it to be turn based, not real-time, but I think it works better. It's high energy and high tension, and I got pretty immersed before I got overwhelmed and died.

Definitely a strong entry, and I legitimately had fun playing it.

Glad you enjoyed it :)

I am a sucker for interactive non-textual tutorials so I tried to pull one in lieu of programming an in-game tutorial. I admit the mouse prompt could have been more obvious. It’s always a balance between letting players figure the mechanic out on their own and just giving them the answer.

You did raise a point about audio. It is a lot harder to pull shitty audio than shitty visuals without having your audience GTFO. Improperly mixed alarm sounds are used both to increase tension and to sorta tap into that SBIG mentality a bit. As for the speech pattern - it’s a gag regarding visual novel dialogue beeps. I tried replacing those beeps with my voice and found it funny so I kept it. I understand why it’s a bit annoying though, it really is a niche gag.

Anyways, thanks for playing!

(+1)

My favourite tutorials are the gameplay-integrated ones; introductory settings where mechanics are unlocked one by one. Though these can be tedious on the second playthrough. I think what you did here works but I do agree it could have been more obvious that you had to move the battery.

Ending up with audio sliding into truly bad territory is definitely something that can happen. I think it's pretty hard in general to hit "so bad it's good" with audio versus ending up with something either just bad or just okay. Turning off your audience is definitely a risk; I remember advice from an old filmmaking website that's stuck to me to this day: your audience will tolerate crappy video but not crappy audio. At the time they recommended equipment costing hundreds to thousands of dollars; fortunately technology has advanced to the point where even smartphone and headset audio is at least tolerable.